Dungeoncraft is a fantasy real time strategy game featuring multiplayer sandbox survival type gameplay, dynamic world expansion, and 3D grid based digging and building.
It does allow for direct control over your units, having indirect orders only for convenience' sake.
Craft weapons, raid dungeons for epic loot and mighty spells, brew potions, build or dig fortifications against the computer or your friends. It's all up to you!
Play in the unique "communicationsmode", which only allows you to control your units if you supply them with orders or contact them directly with your avatar or substitutes!
Requires at least opengl 3.3 capability to run; Windows XP untested, but Vista and newer will definitly work.

Made water continue simulating where it stopped when its sliced time ran out

Made rare quality a brighter blue for improved readability

Made attacking NPC spawning position more random

The health bar no longer gets longer the more dead someone is

Stopped NPC from trying to dig tiles they can't and NPC's with picks now spawn with high mining skill

Added new enchants for tool power, and to harden tiles

As with the others you can use the appropriate spells at tools or tiles to make the enchants happen.

Better particle effects (faster, smaller and more => looks better)

Different rings are now different color (all were just black before)

Added pressure plate

Added dart trap

In order to use the pressure plate it needs to be used on top of a tile and then have a Y-aligned axle below that tile. If units now step onto that tile, it will cause the axle to move. Using that or a manual trigger you can activate a gearbox, which if it has a dart trap on it, will cause the dart trap to shoot the arrows in it's inventory. This way you could, for example, prepare a trap that shoots poisoned arrows (or with some other potion effect on it), too.

Added grate (like portcullis but not openable, looks different, and can be walked on if placed horizontally)

Added a different type of wall

Mining rock can now yield gemstones

Added a server option to occasionally wipe the floor of items (default off)

You can no longer "process" wood or stone without the appropriate tools

Added amulets as rare chest loot

These boost single skills and can not be obtained otherwise. You can have as many as you want of these; the effects will all stack.

The hardcore mining option currently slows down mining and building by a factor of 3.5 and 2.2, respectively and increases stone inventory size to 5x5. Eventually this aims to implement the "Moria was not build in a day"-idea by requiring significant effort to mine ore and encourage the prolonged use of functioning mines and the use of minecarts.

Made item drop, equip and unequip shift + alt friendly

Increased height for water to damage units (preperation for rain)

Units no longer take up indirect orders when they still have jobs queued

Changed default of item_slowdown_factor to 0.75 from 0.5

Indirect orders will now only be picked up if the unit is within 1.5 chunks of the job target

Designating a floor on a already build floor will now allow you to build it adjacent to that floor

Swapped ramp build order from mid -> back to back -> mid in order to allow to use ramps to build bridges easier

Units no longer move out of the way of other units

Added turn anticipation to the unit's pathfinding

Story

There now is a folder for stories, which when filled with .txt files will generate books with that story in chests

Each world now starts with a wreckage in the spawn area which provides you with some starting materials

World Generation

Fixed one of the spells not actually able to spawn

Tweaked biomes a bit again

Stopped dungeons from poking out into the open sometimes

Outsourced the dungeon modules that weren't yet

Items from chests now sometimes spawn with enchantments

Fixed a bug with mobs spawning in dungeons having negative attributes

Added huge tree spawns in all "rainforest"-biomes

Added huge towers spawning in all biomes

The towers are made of the new type of wall (tiled wall), which does not come in a wooden variant and is harder to mine than the normal one. I also renamed the old wall to "cobblestone wall". You can build these too, however you need to make slabs by combining a hammer and chisel with cobblestone if using stone, or a hammer and chisel with metal ingots if using metal. As with the other wall, these walls can not be harvested for material. (Which might change for later patches though.)

The trees can be harvested and are a massive source of wood fit to be exploited like a massive ore vein.
In order to harvest them you mine them with a pick.

Improved/Changed some of the dungeon modules

Messed with the ore distribution again

Added 2 new biomes and changed two old ones into new ones

Increased granite occurance drastically

Fixed forest biomes not having too many trees

Added underwater lakes

Added combine system

Anything that can be combined will have it say so in it's description

Where applicable old processing buttons where removed. (Stone, Bone, Wood)

Added carving tools made from hammer + chisel

Totems are now made by combining carving tools with logs

Added saw which is now used to make planks and sticks from logs

Make rings from combining gems with brass ingots

Furnaces are now made from combining two stones

Workbenches are now made by combining two logs

I plan to expand this system to cover all of the current crafting eventually.

If you want to keep track of the current development, or see all changelogs up to date check out the games website: Dungeoncraft.draig.de
If you find a bug please report it here.

Dungeoncraft on twitter: @Zinnusl

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